Search results

Jump to navigation Jump to search
  • <p class="Question">How do I make a visible light source? or: Although I put the camera just in front of my lig ...e light is coming, ie. there is nothing there, only empty space. It's just a kind of mathematical point POV-Ray uses to make shading calculations.</p>
    63 KB (10,871 words) - 12:16, 3 January 2012
  • <p>Sometimes we want to make an object that does not have perfectly sharp edges like a box does. Then, the superquadric ellipsoid shape made by the
    67 KB (10,475 words) - 15:22, 9 June 2021
  • hotspots</em> on the surface. This gave the sphere a hard, shiny appearance. <p>Rendering this we see a fairly broad, soft highlight that gives the sphere
    36 KB (5,495 words) - 14:23, 16 December 2016
  • a COLOR_VECTOR in the range of &lt;0,0,0&gt; ... &lt;1,1,0&gt; ...ylindrical camera also requires the <em>CAMERA_TYPE</em> to be followed by a float.</li>
    50 KB (8,005 words) - 20:51, 2 July 2021
  • textures. A plain texture has just one pigment, normal and finish statement. Even a pigment with a pigment map is still one pigment and thus considered a
    12 KB (1,846 words) - 11:07, 7 February 2018
  • containing hundreds or thousands of triangles. Compared to a simple union of mesh objects need only a little additional memory because the triangles are
    36 KB (5,508 words) - 14:09, 16 December 2016
  • * Material properties such as filtering, emission, translucency, subsurface scattering, glass fog (tinted * Image textures
    42 KB (6,180 words) - 17:11, 5 August 2020
  • <p><em>&quot;When I rotate an object, it dissapears from the image or moves very <p>It is a very good practice to define all objects centered at the origin
    27 KB (4,754 words) - 15:50, 17 October 2009
  • '''Radiosity''', also known as global illumination (GI), is one of the two methods POV-ray supports of sim ...us, likewise, not all of the light coming from an object is directly from a light source. The light we see may have been reflected many times by the s
    29 KB (4,726 words) - 11:00, 26 February 2010
  • understand. We need not be worried though if we do not know how to use ...kto>--->[[Documentation:Tutorial Section 2.1#Simple Texture Options|Simple Texture Options]]
    54 KB (8,887 words) - 10:13, 29 September 2020
  • If you have a question regarding commercial use or distribution of Please do not email us directly for technical support - use the below-mentioned forums. We generally do not answer emails requesting
    52 KB (8,130 words) - 15:31, 9 June 2021
  • <p>The beginning tutorial explains step by step how to use POV-Ray's scene description language to create your own scenes. The use of almost every
    31 KB (5,079 words) - 14:03, 16 December 2016
  • <!--REMOVE--->===Simple Texture Options===<!--THIS---> on the reflective properties of an object. Ray-tracing can exploit this by
    33 KB (5,190 words) - 17:41, 10 February 2020
  • <p>This document provides a tutorial for the Persistence of Vision Ray-Tracer&trade; is. It gives a brief overview of how to create ray-traced images.</li>
    38 KB (5,895 words) - 20:53, 2 July 2021
  • for light backgrounds. But what if we want a media which works with both type of <p>One solution for this is to use both types of medias inside the same object.
    59 KB (8,732 words) - 14:31, 9 June 2021
  • <!--REMOVE--->===SDL tutorial: A raytracer===<!--THIS---> <p>The idea is to raytrace a simple scene consisting of spheres and light
    34 KB (5,423 words) - 12:00, 1 July 2012
  • <p>There is more than one way to trace a ray. Sometimes there is a trade-off ...to specify the number of <em>work threads</em> to be used while rendering a scene. On Windows systems, the default is the number of detected cores. On
    35 KB (5,804 words) - 13:21, 27 July 2020
  • The Blender to POV-Ray add-on and vice versa (aka "Bpover") started out as a single Python file. ...nd ''mathutils'', to the embedded interpreter so they can be imported into a script and give access to Blender’s data, classes, and functions. Scripts
    47 KB (7,135 words) - 09:19, 30 December 2022
  • ====Do Not Use Jitter Or Crand==== is an element of anti-aliasing, we could just as easily have mentioned this
    29 KB (5,048 words) - 14:27, 16 December 2016
  • <!--REMOVE--->===SDL tutorial: A raytracer===<!--THIS---> <p>The very first thing to do for calculating the lighting for a light source
    20 KB (3,262 words) - 08:21, 3 June 2011

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)